These variants of Surface::load() and Surface::save() work on in-memory data. For instance, game developers can use this to reduce the size of the games they create - or realistic rendering and digital content creation developers can use this to fit higher-resolution textures in memory. These tools are ideal for artists and graphics engineers looking to save texture memory and reduce the size of their applications or fit more or higher-resolution textures into the same space.
NVIDIA Texture Tools Exporter standalone showcasing a cube map reflection A new compression preview pane allows you to see how your image will be compressed in real-time, without having to write to disk. This exporter combines four texture tools in a single plugin and standalone application, including flexible and powerful support for cube maps, mipmaps, normal maps, transparency, and more than 130 import formats. The NVIDIA Texture Tools Exporter allows users to create highly compressed texture files - that stay small both on disk and in memory - directly from image sources using NVIDIA’s CUDA-accelerated Texture Tools 3.0 compressor technology.